mirror of
https://github.com/MarioSpore/Grinch-AP.git
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479 lines
18 KiB
Python
479 lines
18 KiB
Python
import logging
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from dataclasses import dataclass
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from typing import Dict, Any, TYPE_CHECKING
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from decimal import Decimal, ROUND_HALF_UP
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from Options import (DefaultOnToggle, Toggle, StartInventoryPool, Choice, Range, TextChoice, PlandoConnections,
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PerGameCommonOptions, OptionGroup, Removed, Visibility, NamedRange)
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from .er_data import portal_mapping
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if TYPE_CHECKING:
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from . import TunicWorld
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class SwordProgression(DefaultOnToggle):
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"""
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Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power.
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"""
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internal_name = "sword_progression"
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display_name = "Sword Progression"
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class StartWithSword(Toggle):
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"""
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Start with a sword in the player's inventory. Does not count towards Sword Progression.
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"""
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internal_name = "start_with_sword"
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display_name = "Start With Sword"
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class KeysBehindBosses(Toggle):
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"""
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Places the three hexagon keys behind their respective boss fight in your world.
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If playing Hexagon Quest, it will place three gold hexagons at the boss locations.
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"""
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internal_name = "keys_behind_bosses"
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display_name = "Keys Behind Bosses"
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class AbilityShuffling(DefaultOnToggle):
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"""
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Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found.
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If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required
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Hexagon goal amount, unless the option is set to have them unlock via pages instead.
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* Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes.
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"""
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internal_name = "ability_shuffling"
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display_name = "Shuffle Abilities"
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class Lanternless(Toggle):
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"""
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Choose whether you require the Lantern for dark areas.
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When enabled, the Lantern is marked as Useful instead of Progression.
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"""
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internal_name = "lanternless"
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display_name = "Lanternless"
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class Maskless(Toggle):
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"""
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Choose whether you require the Scavenger's Mask for Lower Quarry.
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When enabled, the Scavenger's Mask is marked as Useful instead of Progression.
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"""
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internal_name = "maskless"
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display_name = "Maskless"
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class FoolTraps(Choice):
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"""
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Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player.
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"""
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internal_name = "fool_traps"
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display_name = "Fool Traps"
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option_off = 0
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option_normal = 1
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option_double = 2
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option_onslaught = 3
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default = 1
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class HexagonQuest(Toggle):
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"""
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An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them.
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"""
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internal_name = "hexagon_quest"
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display_name = "Hexagon Quest"
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class HexagonGoal(Range):
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"""
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How many Gold Questagons are required to complete the game on Hexagon Quest.
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"""
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internal_name = "hexagon_goal"
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display_name = "Gold Hexagons Required"
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range_start = 1
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range_end = 100
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default = 20
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class ExtraHexagonPercentage(Range):
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"""
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How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount.
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The max number of Gold Questagons that can be in the item pool is 100, so this option may be overridden and/or
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reduced if the Hexagon Goal amount is greater than 50.
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"""
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internal_name = "extra_hexagon_percentage"
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display_name = "Percentage of Extra Gold Hexagons"
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range_start = 0
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range_end = 100
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default = 50
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class HexagonQuestAbilityUnlockType(Choice):
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"""
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Determines how abilities are unlocked when playing Hexagon Quest with Shuffled Abilities enabled.
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Hexagons: A new ability is randomly unlocked after obtaining 25%, 50%, and 75% of the required Hexagon goal amount. Requires at least 3 Gold Hexagons in the item pool, or 15 if Keys Behind Bosses is enabled.
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Pages: Abilities are unlocked by finding specific pages in the manual.
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This option does nothing if Shuffled Abilities is not enabled.
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"""
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internal_name = "hexagon_quest_ability_type"
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display_name = "Hexagon Quest Ability Unlocks"
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option_hexagons = 0
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option_pages = 1
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default = 0
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class EntranceRando(TextChoice):
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"""
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Randomize the connections between scenes.
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A small, very lost fox on a big adventure.
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If you set this option's value to a string, it will be used as a custom seed.
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Every player who uses the same custom seed will have the same entrances, choosing the most restrictive settings among these players for the purpose of pairing entrances.
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"""
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internal_name = "entrance_rando"
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display_name = "Entrance Rando"
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alias_false = 0
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alias_off = 0
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option_no = 0
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alias_true = 1
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alias_on = 1
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option_yes = 1
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default = 0
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class FixedShop(Toggle):
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"""
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This option has been superseded by the Entrance Layout option.
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If enabled, it will override the Entrance Layout option.
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This is kept to keep older yamls working, and will be removed at a later date.
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"""
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visibility = Visibility.none
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internal_name = "fixed_shop"
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display_name = "Fewer Shops in Entrance Rando"
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class EntranceLayout(Choice):
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"""
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Decide how the Entrance Randomizer chooses how to pair the entrances.
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Standard: Entrances are randomly connected. There are 6 shops in the pool with this option.
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Fixed Shop: Forces the Windmill entrance to lead to a shop, and removes the other shops from the pool.
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Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances.
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Direction Pairs: Entrances facing opposite directions are paired together. There are 8 shops in the pool with this option.
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Note: For seed groups, if one player in a group chooses Fixed Shop and another chooses Direction Pairs, it will error out.
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Either of these options will override Standard within a seed group.
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"""
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internal_name = "entrance_layout"
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display_name = "Entrance Layout"
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option_standard = 0
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option_fixed_shop = 1
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option_direction_pairs = 2
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default = 0
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class Decoupled(Toggle):
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"""
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Decouple the entrances, so that when you go from one entrance to another, the return trip won't necessarily bring you back to the same place.
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Note: For seed groups, all players in the group must have this option enabled or disabled.
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"""
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internal_name = "decoupled"
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display_name = "Decoupled Entrances"
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class LaurelsLocation(Choice):
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"""
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Force the Hero's Laurels to be placed at a location in your world.
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For if you want to avoid or specify early or late Laurels.
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"""
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internal_name = "laurels_location"
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display_name = "Laurels Location"
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option_anywhere = 0
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option_6_coins = 1
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option_10_coins = 2
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option_10_fairies = 3
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default = 0
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class ShuffleLadders(Toggle):
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"""
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Turns several ladders in the game into items that must be found before they can be climbed on.
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Adds more layers of progression to the game by blocking access to many areas early on.
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"Ladders were a mistake."
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—Andrew Shouldice
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"""
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internal_name = "shuffle_ladders"
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display_name = "Shuffle Ladders"
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class GrassRandomizer(Toggle):
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"""
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Turns over 6,000 blades of grass and bushes in the game into checks.
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"""
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internal_name = "grass_randomizer"
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display_name = "Grass Randomizer"
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class LocalFill(NamedRange):
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"""
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Choose the percentage of your filler/trap items that will be kept local or distributed to other TUNIC players with this option enabled.
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If you have Grass Randomizer enabled, this option must be set to 95% or higher to avoid flooding the item pool. The host can remove this restriction by turning off the limit_grass_rando setting in host.yaml.
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This option defaults to 95% if you have Grass Randomizer enabled, and to 0% otherwise.
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This option ignores items placed in your local_items or non_local_items.
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This option does nothing in single player games.
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"""
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internal_name = "local_fill"
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display_name = "Local Fill Percent"
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range_start = 0
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range_end = 98
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special_range_names = {
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"default": -1
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}
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default = -1
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visibility = Visibility.template | Visibility.complex_ui | Visibility.spoiler
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class TunicPlandoConnections(PlandoConnections):
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"""
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Generic connection plando. Format is:
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- entrance: Entrance Name
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exit: Exit Name
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direction: Direction
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percentage: 100
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Direction must be one of entrance, exit, or both, and defaults to both if omitted.
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Direction entrance means the entrance leads to the exit. Direction exit means the exit leads to the entrance.
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If you do not have Decoupled enabled, you do not need the direction line, as it will only use both.
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Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted.
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If the Entrance Layout option is set to Standard or Fixed Shop, you can plando multiple shops.
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If the Entrance Layout option is set to Direction Pairs, your plando connections must be facing opposite directions.
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Shop Portal 1-6 are South portals, and Shop Portal 7-8 are West portals.
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This option does nothing if Entrance Rando is disabled.
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"""
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shops = {f"Shop Portal {i + 1}" for i in range(500)}
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entrances = {portal.name for portal in portal_mapping}.union(shops)
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exits = {portal.name for portal in portal_mapping}.union(shops)
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duplicate_exits = True
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class CombatLogic(Choice):
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"""
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If enabled, the player will logically require a combination of stat upgrade items and equipment to get some checks or navigate to some areas, with a goal of matching the vanilla combat difficulty.
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The player may still be expected to run past enemies, reset aggro (by using a checkpoint or doing a scene transition), or find sneaky paths to checks.
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This option marks many more items as progression and may force weapons much earlier than normal.
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Bosses Only makes it so that additional combat logic is only added to the boss fights and the Gauntlet.
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If disabled, the standard, looser logic is used. The standard logic does not include stat upgrades, just minimal weapon requirements, such as requiring a Sword or Magic Wand for Quarry, or not requiring a weapon for Swamp.
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"""
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internal_name = "combat_logic"
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display_name = "More Combat Logic"
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option_off = 0
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option_bosses_only = 1
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option_on = 2
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default = 0
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class LaurelsZips(Toggle):
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"""
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Choose whether to include using the Hero's Laurels to zip through gates, doors, and tricky spots.
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Notable inclusions are the Monastery gate, Ruined Passage door, Old House gate, Forest Grave Path gate, and getting from the Back of Swamp to the Middle of Swamp.
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"""
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internal_name = "laurels_zips"
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display_name = "Laurels Zips Logic"
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class IceGrappling(Choice):
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"""
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Choose whether grappling frozen enemies is in logic.
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Easy includes ice grappling enemies that are in range without luring them. May include clips through terrain.
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Medium includes using ice grapples to push enemies through doors or off ledges without luring them. Also includes bringing an enemy over to the Temple Door to grapple through it.
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Hard includes luring or grappling enemies to get to where you want to go.
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Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
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Note: You will still be expected to ice grapple to the slime in East Forest from below with this option off.
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"""
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internal_name = "ice_grappling"
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display_name = "Ice Grapple Logic"
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option_off = 0
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option_easy = 1
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option_medium = 2
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option_hard = 3
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default = 0
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class LadderStorage(Choice):
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"""
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Choose whether Ladder Storage is in logic.
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Easy includes uses of Ladder Storage to get to open doors over a long distance without too much difficulty. May include convenient elevation changes (going up Mountain stairs, stairs in front of Special Shop, etc.).
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Medium includes the above as well as changing your elevation using the environment and getting knocked down by melee enemies mid-LS.
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Hard includes the above as well as going behind the map to enter closed doors from behind, shooting a fuse with the magic wand to knock yourself down at close range, and getting into the Cathedral Secret Legend room mid-LS.
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Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
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Opening individual chests while doing ladder storage is excluded due to tedium.
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Knocking yourself out of LS with a bomb is excluded due to the problematic nature of consumables in logic.
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"""
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internal_name = "ladder_storage"
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display_name = "Ladder Storage Logic"
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option_off = 0
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option_easy = 1
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option_medium = 2
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option_hard = 3
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default = 0
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class LadderStorageWithoutItems(Toggle):
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"""
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If disabled, you logically require Stick, Sword, Magic Orb, or Shield to perform Ladder Storage.
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If enabled, you will be expected to perform Ladder Storage without progression items.
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This can be done with the plushie code, a Golden Coin, Prayer, and many other options.
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This option has no effect if you do not have Ladder Storage Logic enabled.
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"""
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internal_name = "ladder_storage_without_items"
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display_name = "Ladder Storage without Items"
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class HiddenAllRandom(Toggle):
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"""
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Sets all options that can be random to random.
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For test gens.
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"""
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internal_name = "all_random"
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display_name = "All Random Debug"
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visibility = Visibility.none
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class LogicRules(Choice):
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"""
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This option has been superseded by the individual trick options.
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If set to nmg, it will set Ice Grappling to medium and Laurels Zips on.
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If set to ur, it will do nmg as well as set Ladder Storage to medium.
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It is here to avoid breaking old yamls, and will be removed at a later date.
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"""
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visibility = Visibility.none
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internal_name = "logic_rules"
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display_name = "Logic Rules"
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option_restricted = 0
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option_no_major_glitches = 1
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alias_nmg = 1
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option_unrestricted = 2
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alias_ur = 2
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default = 0
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class BreakableShuffle(Toggle):
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"""
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Turns approximately 250 breakable objects in the game into checks.
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"""
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internal_name = "breakable_shuffle"
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display_name = "Breakable Shuffle"
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@dataclass
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class TunicOptions(PerGameCommonOptions):
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start_inventory_from_pool: StartInventoryPool
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sword_progression: SwordProgression
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start_with_sword: StartWithSword
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keys_behind_bosses: KeysBehindBosses
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ability_shuffling: AbilityShuffling
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fool_traps: FoolTraps
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laurels_location: LaurelsLocation
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hexagon_quest: HexagonQuest
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hexagon_goal: HexagonGoal
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extra_hexagon_percentage: ExtraHexagonPercentage
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hexagon_quest_ability_type: HexagonQuestAbilityUnlockType
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shuffle_ladders: ShuffleLadders
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grass_randomizer: GrassRandomizer
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breakable_shuffle: BreakableShuffle
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local_fill: LocalFill
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entrance_rando: EntranceRando
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entrance_layout: EntranceLayout
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decoupled: Decoupled
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plando_connections: TunicPlandoConnections
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combat_logic: CombatLogic
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lanternless: Lanternless
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maskless: Maskless
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laurels_zips: LaurelsZips
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ice_grappling: IceGrappling
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ladder_storage: LadderStorage
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ladder_storage_without_items: LadderStorageWithoutItems
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all_random: HiddenAllRandom
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fixed_shop: FixedShop # will be removed at a later date
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logic_rules: Removed # fully removed in the direction pairs update
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tunic_option_groups = [
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OptionGroup("Hexagon Quest Options", [
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HexagonQuest,
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HexagonGoal,
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ExtraHexagonPercentage,
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HexagonQuestAbilityUnlockType
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]),
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OptionGroup("Logic Options", [
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CombatLogic,
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Lanternless,
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Maskless,
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LaurelsZips,
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IceGrappling,
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LadderStorage,
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LadderStorageWithoutItems,
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]),
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OptionGroup("Entrance Randomizer", [
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EntranceRando,
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EntranceLayout,
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Decoupled,
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TunicPlandoConnections,
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]),
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]
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tunic_option_presets: Dict[str, Dict[str, Any]] = {
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"Sync": {
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"ability_shuffling": True,
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},
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"Async": {
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"progression_balancing": 0,
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"ability_shuffling": True,
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"shuffle_ladders": True,
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"laurels_location": "10_fairies",
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},
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"Glace Mode": {
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"accessibility": "minimal",
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"ability_shuffling": True,
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"entrance_rando": True,
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"fool_traps": "onslaught",
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"laurels_zips": True,
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"ice_grappling": "hard",
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"ladder_storage": "hard",
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"ladder_storage_without_items": True,
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"maskless": True,
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"lanternless": True,
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},
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}
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def check_options(world: "TunicWorld"):
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options = world.options
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if options.hexagon_quest and options.ability_shuffling and options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
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total_hexes = get_hexagons_in_pool(world)
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min_hexes = 3
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if options.keys_behind_bosses:
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min_hexes = 15
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if total_hexes < min_hexes:
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logging.warning(f"TUNIC: Not enough Gold Hexagons in {world.player_name}'s item pool for Hexagon Ability Shuffle with the selected options. Ability Shuffle mode will be switched to Pages.")
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options.hexagon_quest_ability_type.value = HexagonQuestAbilityUnlockType.option_pages
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def get_hexagons_in_pool(world: "TunicWorld"):
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# Calculate number of hexagons in item pool
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options = world.options
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return min(int((Decimal(100 + options.extra_hexagon_percentage) / 100 * options.hexagon_goal)
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.to_integral_value(rounding=ROUND_HALF_UP)), 100)
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